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== Conversion Notes == Hello, and welcome to the D6 Holocron Star Trek to WEG D6 Star Wars Crossover Notes. I, thedemonapostle, have spent many, many hours working on this for your enjoyment. Now before I continue I feel the need to give credit where credit is due. I did not create any of this content. I used several books from both the Decipher and LUG Star Trek Table Top Role Playing Games, including the Stardock Ship Recognition Manuals. All I have done was to convert from those systems to another. I admit this took several attempts and I failed numerous times. But without any further ado, I will now provide a short explanation of everything I have done, hoping you will understand the reasoning behind it all. '''[[Star Trek Characters|Characters]]''' I did not convert these first, second, or last; it was somewhere in the middle. The original templates had significantly more skills, namely specializations. But the originals also already had final skill ratings. But they were starting premade character templates. So I was forced to remove the ratings and the specializations. I would have converted several more, but as I was going through I began to notice that most had the same basic skills layout with only one or two skills different. The main difference came from the race's abilities.<br />The Emergency Medical Hologram (EMH) I added later on when I was converting the individual ships systems. Since the EMH was a major character in one of the shows, it only made sense to add the base template. While I do not recommend that players play as an EMH, the final decision is between Player and Game Master, not me. '''Personal Equipment''' *'''[[Star Trek Tricorders|Tricorders]]''': Proved to be interesting and frustrating. As both systems I was looking at, LUG and Decipher, neither listed any bonuses provided from use of a Tricorder. Rather than giving one where there was none specifically provided, I left it out, providing only the details as listed. *'''[[Star Trek Energy Weapons|Energy Weapons]]''': This was fun, yet I got a headache from it. The Phaser and Disruptor damage conversion went from acceptable amounts of damage to psychotically overpowered quickly. For example: a phaser on setting 15, according to the original unmodified conversion, would do 30D character scale damage. But on setting 3, Light Thermal, would only do 2D+2 character scale damage. I provided a comparison chart [[Talk:Star Trek Energy Weapons|Here]]. *'''[[Star Trek Melee Weapons|Melee Weapons]]''': This was a small collection of melee weapon I found across several books. I don’t feel that much explanation is needed here. *'''[[Star Trek Credit Conversion|Credit Conversion]]''': I found this while browsing through the books and decided I would provide it. Does it make sense? I don’t think so, but again I didn’t create it. '''Starship Equipment''' *'''[[Star Trek Starship Hulls and Hull Systems|Hulls and Hull Systems]]''': This collection of entries details information about the structure of a ship, from its size, hulls, armor, structural integrity fields, and specialized hull systems. When it came down to the conversion, most systems converted pretty easily. Ablative armor and Deflector Shields did not. For game balance I converted those two systems differently. It was the difference between 50D original versus 12D+1. With how the original system has it written, ablative armor loses some of its rating based off of the weapons damage rating that struck it. So a weapon with a damage rating of 10D hitting ablative armor of 50D would reduce the armor to 40D in all locations. This would continue until the armor was at 0D, at which point the ship would begin taking damage normally. Now in your games, you are more than free to do as you feel is necessary to make your games balanced. I left it on the modified conversion because I felt it was more balanced, BUT, if you feel the need to make it more true to the original, simply multiply the Ablative Armor rating by a factor of 4. For example: a [[Defiant Class]] starship has 11D+2, times 4 it's 46D+2. *'''[[Star Trek Starship Propulsion Systems|Propulsion Systems]]''': I originally did not want to do this section. Mainly because of the warp drive systems. I still have not done the warp drive conversion, nor do I currently have plans to do so. Why? Because it is a long tedious conversion that involves detailed explanations of everything within a warp drive, what's needed to make it work and why. The only systems I included were the impulse drives. Mainly so I could get a more accurate conversion of the sublight speeds and maneuverability. Originally I was just dropping any tenths off of its percentage of C speeds and listed that. Then I added the tenths back in. Next I used a complicated formula to get the speed in kilometers per hour based off the percentage of C then use the corresponding WEG D6 Space rating. I didn’t like this either. The maneuverability ratings were all over the place too. According to the original rules, the larger the ship the more maneuverable a ship is. Wait what? Yep, according to the original work, a Borg Cube is more maneuverable than a Peregrine Fighter. This just didn’t sit well with me.<br />Well I went I converted the impulse drives and took a deep long look at the maneuverability ratings too. Basically I went with what worked better within both systems. In short I used the Size of a ship to mostly determine its maneuverability, modified by its impulse drive systems.<br />As a note, the warp drive speed ratings as listed on each ship are listed as (Cruise Speed / Maximum Cruise Speed / Maximum Speed). For a conversion from Warp Drive to the Star War WEG D6 Hyperdrive ratings [[Warp Drive vs Hyper Drive|See Here]]. *'''[[Star Trek Starship Operations Systems|Operations Systems]]''': This is your Main Computers, Sensors, Autopilot/Navigational Computers (Flight Control), Tractor Beams, and Cloaking Devices. The most difficult one was, without a doubt, Sensors. While both universes use the same generally basic types of sensors, they are expressed in two completely different ways. As you'll see when you look at the entry, you will notice how very different it is from WEG D6 Star Wars, despite being converted to being in the same system. *'''[[Star Trek Starship Tactical Systems|Tactical Systems]]''': This is the weapons and shields of Star Trek. The Beam Weapons and Missile Weapons I feel are pretty straight forward as is the TA/T/TS. The Deflector Shields I had an issue with, the same issue as I mentioned in Armor above. Only this time rather than maxing out at 50D, one could get a Class 7 Shield with a Type C Grid which would provide 70D per shield arc worth of protection. Again the shields would deplete exactly like ablative armor would, losing X dice from its rating based on the rating of the attack. The distortion amplifiers made this all the more confusing. The simply explanation is this: the distortion amplifiers reduce the incoming damage by X amount, anything greater than that moves onto the hull. But the shield loses the full rating of the attack but does not collapse until its rating is reduced to Zero. Only then does the ship lose shields on that Arc, but most ships have back up shield generators, typically 1 per arc. So a quick roll and shields are back up again on that arc. It is explained in detail in the Deflector Shields entry. If you desire, you can convert the current ratings to the original conversion ratings by multiplying the current ratings by a factor of 4. Ultimately, that is up to you and your Game Master. '''[[Star Trek Races|Races]]''' Here is a big one. As all who are familiar with Star Trek are well aware of, there are a lot of different species in the Star Trek universe. I converted some of the more common/popular races. Now before anyone goes and decides to yell at me for something you feel should be a different way, remember, I did not create this material, I merely converted it. Some were from the LUG edition others were from the Decipher edition. Having said that, there are a few things that need to be said. I have gone over this section and done multiple conversions over time. The main issue was the Editions used, and the time between each conversion. The multiple editions are not all that compatible with each other. Also, originally I did not convert them all at once. Having lost some of the original conversion data to switching computers over the years to forgetting to actually put in writing what I was originally doing. This time around I wrote down everything, and even used excel to make a converter of sorts. I converted both the minimums and maximums for each race's attributes, which is why on some they seem off. Most races came in at 13D for Attributes due to the fact that they had more bonuses than penalties to offset them. Some races, like the Jem'hadar, came in very high on their Attributes. Which would make sense if one considers they are not, in fact, a naturally occurring species but are an engineered race. Of all of the races I converted the Borg were the most challenging. While some books had them in it, no two entries were alike in any way, shape, or form. So take what you see there with a grain of salt, or two. '''[[Star Trek Ships|Starships]]''' There are a lot of ships in Star Trek. And I mean a lot. I tried to provide a conversion of every ship I could remember seeing in one of the shows or movies. Some weren't in any one that but I provided the conversion anyway. Each ship entry has a lot of the familiar Star Wars WEG D6 information, as well as information containing some of the previous systems mentioned above. Most of these came from the Stardock Ship Recognition Manuals. The ones that did not, came from various other manuals, netbooks, etc. A few I created the information myself, please feel free to criticize me regarding those entries. In closing, if you would like to know further details regarding the methods and math used during the conversion process, have questions, or have spotted an error, I'm pretty sure there are some, please let me know. Sincerely,<br />[[User:Thedemonapostle|Thedemonapostle]] ([[User talk:Thedemonapostle|talk]]) 15:57, 11 October 2016 (CDT)
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